L L4D2node

UTIL_TraceModel

0x00580430 · 495 bytes · __cdecl

_Z15UTIL_TraceModelRK6VectorS1_S1_S1_P11CBaseEntityiP10CGameTrace

Decompiled

undefined (7 params)

/* UTIL_TraceModel(Vector const&, Vector const&, Vector const&, Vector const&, CBaseEntity*, int,
   CGameTrace*) */

void UTIL_TraceModel(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,
                    CBaseEntity *param_5,int param_6,CGameTrace *param_7)

{
  char cVar1;
  int iVar2;
  CGameTrace *pCVar3;
  byte bVar4;
  float local_6c;
  float local_68;
  float local_64;
  float local_5c;
  float local_58;
  float local_54;
  float local_4c;
  float local_48;
  float local_44;
  float local_3c;
  float local_38;
  float local_34;
  undefined4 local_2c;
  undefined1 local_28;
  undefined1 local_27;
  
  bVar4 = 0;
  if (param_5 != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)param_5 + 0x4c))(param_5,param_6,0xffffffff);
    if (cVar1 != '\0') {
      local_2c = 0;
      local_5c = *(float *)param_2 - *(float *)param_1;
      local_58 = *(float *)(param_2 + 4) - *(float *)(param_1 + 4);
      local_54 = *(float *)(param_2 + 8) - *(float *)(param_1 + 8);
      local_27 = local_58 * local_58 + local_5c * local_5c + local_54 * local_54 != 0.0;
      local_3c = (*(float *)param_4 - *(float *)param_3) * 0.5;
      local_38 = (*(float *)(param_4 + 4) - *(float *)(param_3 + 4)) * 0.5;
      local_34 = (*(float *)(param_4 + 8) - *(float *)(param_3 + 8)) * 0.5;
      local_4c = (*(float *)param_4 + *(float *)param_3) * 0.5;
      local_48 = (*(float *)(param_4 + 4) + *(float *)(param_3 + 4)) * 0.5;
      local_44 = (*(float *)(param_4 + 8) + *(float *)(param_3 + 8)) * 0.5;
      local_6c = *(float *)param_1 + local_4c;
      local_64 = *(float *)(param_1 + 8) + local_44;
      local_28 = local_38 * local_38 + local_3c * local_3c + local_34 * local_34 < 1e-06;
      local_68 = *(float *)(param_1 + 4) + local_48;
      local_4c = -local_4c;
      local_48 = -local_48;
      local_44 = -local_44;
      (**(code **)(*enginetrace + 0xc))(enginetrace,&local_6c,0xffffffff,param_5,param_7);
      return;
    }
  }
  pCVar3 = param_7;
  for (iVar2 = 0x15; iVar2 != 0; iVar2 = iVar2 + -1) {
    *(undefined4 *)pCVar3 = 0;
    pCVar3 = pCVar3 + (uint)bVar4 * -8 + 4;
  }
  *(undefined4 *)(param_7 + 0x2c) = 0x3f800000;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)